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authorGravatar Ethan Nicholas <ethannicholas@google.com>2016-11-28 12:03:26 -0500
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2016-11-28 17:53:44 +0000
commit2b3dab62bccdbf6244aef9103e9e739147af8616 (patch)
tree989120c1cd65a242045a07ff2e1b4f3b6c9ef521 /src/sksl/sksl.include
parent343b6772b6cf4715ec1e1f7f604289c0c852a2a7 (diff)
removed textureProj() and legacy texture functions from sksl
BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5120 Change-Id: I21b111d54becaca845134376e54a5a7c0a6cd6c8 Reviewed-on: https://skia-review.googlesource.com/5120 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
Diffstat (limited to 'src/sksl/sksl.include')
-rw-r--r--src/sksl/sksl.include57
1 files changed, 4 insertions, 53 deletions
diff --git a/src/sksl/sksl.include b/src/sksl/sksl.include
index d7b632657e..fc5e40f87d 100644
--- a/src/sksl/sksl.include
+++ b/src/sksl/sksl.include
@@ -301,14 +301,10 @@ $gvec4 subpassLoad(gsubpassInputMS subpass, int sample);
STRINGIFY(
-$gvec4 textureProj($gsampler1D sampler, vec2 P);
-$gvec4 textureProj($gsampler1D sampler, vec2 P, float bias);
-$gvec4 textureProj($gsampler1D sampler, vec4 P);
-$gvec4 textureProj($gsampler1D sampler, vec4 P, float bias);
-$gvec4 textureProj($gsampler2D sampler, vec3 P);
-$gvec4 textureProj($gsampler2D sampler, vec3 P, float bias);
-$gvec4 textureProj($gsampler2D sampler, vec4 P);
-$gvec4 textureProj($gsampler2D sampler, vec4 P, float bias);
+$gvec4 texture($gsampler1D sampler, vec2 P);
+$gvec4 texture($gsampler1D sampler, vec2 P, float bias);
+$gvec4 texture($gsampler2D sampler, vec3 P);
+$gvec4 texture($gsampler2D sampler, vec3 P, float bias);
/*
$gvec4 textureProj($gsampler3D sampler, vec4 P);
$gvec4 textureProj($gsampler3D sampler, vec4 P, float bias);
@@ -482,51 +478,6 @@ $gvec4 textureGatherOffsets($gsampler2DRect sampler, vec2 P, ivec2 offsets[4], i
vec4 textureGatherOffsets(sampler2DShadow sampler, vec2 P, float refZ, ivec2 offsets[4]);
vec4 textureGatherOffsets(sampler2DArrayShadow sampler, vec3 P, float refZ, ivec2 offsets[4]);
vec4 textureGatherOffsets(sampler2DRectShadow sampler, vec2 P, float refZ, ivec2 offsets[4]);
-*/
-vec4 texture1D(sampler1D sampler, float coord);
-vec4 texture1D(sampler1D sampler, float coord, float bias);
-/*
-vec4 texture1DProj(sampler1D sampler, vec2 coord);
-vec4 texture1DProj(sampler1D sampler, vec2 coord, float bias);
-vec4 texture1DProj(sampler1D sampler, vec4 coord);
-vec4 texture1DProj(sampler1D sampler, vec4 coord, float bias);
-vec4 texture1DLod(sampler1D sampler, float coord, float lod);
-vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);
-vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);
-*/
-vec4 texture2D(sampler2D sampler, vec2 coord);
-ivec4 texture2D(isampler2D sampler, vec2 coord);
-vec4 texture2D(samplerExternalOES sampler, vec2 coord);
-vec4 texture2D(sampler2D sampler, vec2 coord, float bias);
-vec4 texture2DProj(sampler2D sampler, vec3 coord);
-/*
-vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);
-vec4 texture2DProj(sampler2D sampler, vec4 coord);
-vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);
-vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod);
-vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
-vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
-vec4 texture3D(sampler3D sampler, vec3 coord);
-vec4 texture3D(sampler3D sampler, vec3 coord, float bias);
-vec4 texture3DProj(sampler3D sampler, vec4 coord);
-vec4 texture3DProj(sampler3D sampler, vec4 coord, float bias);
-vec4 texture3DLod(sampler3D sampler, vec3 coord, float lod);
-vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
-vec4 textureCube(samplerCube sampler, vec3 coord);
-vec4 textureCube(samplerCube sampler, vec3 coord, float bias);
-vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod);
-vec4 shadow1D(sampler1DShadow sampler, vec3 coord);
-vec4 shadow1D(sampler1DShadow sampler, vec3 coord, float bias);
-vec4 shadow2D(sampler2DShadow sampler, vec3 coord);
-vec4 shadow2D(sampler2DShadow sampler, vec3 coord, float bias);
-vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord);
-vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord, float bias);
-vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord);
-vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord, float bias);
-vec4 shadow1DLod(sampler1DShadow sampler, vec3 coord, float lod);
-vec4 shadow2DLod(sampler2DShadow sampler, vec3 coord, float lod);
-vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod);
-vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod);
uint atomicCounterIncrement(atomic_uint c);
uint atomicCounter(atomic_uint c);
uint atomicAdd(inout uint mem, uint data);